Suits

Artemis

Description

The Artemis is a great suit for scouting and long range exploration, with its high efficiency Oxygen Converter, you always get more range out of an Artemis space suit.

With its Bio Sampler Tool, this Suit is also perfectly fitted for Support and medical Aid.

It is also completely immune to even extreme levels of Radiation or other Toxins. This includes Toxins that penetrate the Armour.

The main downside to the suit is it’s weak showing in combat, bringing its armour and shield  level in at the low level.

The Biosampler

The Biosampler provides a Bonus to Medicine and Science Checks and can be used as a Medpack that uses Power per use. This works as a Stim and can be applied in Combat with a basic Action and then uses the same 6h Cooldown of the regular Medpacks. Diligent Medic can be used.

Other uses for it are mostly scientific analysis, like an Autopsy or a Material scan.

Special

Enhanced Power Converter: The Artemis Suit lasts twice as long as the other Suits for basic Function and Oxygen. This means that it draws 5 MW every 2 Hours.

The wearer is also completely immune to Radiation and extreme Temperatures (± 50°C), which allows for exploration in even the most dangerous Environments.

SuitShield / ChargeArmourPowerPrice
Artemis Mk I5 / 5Energy: 5
Toxic: All
+1 to Medicine and Science
30 MW150.000cr
Artemis Mk II10 / 5Kinetic: 5
Energy: 5
Toxic: All
+1 to Medicine and Science
35 MW2.200.000cr
Artemis Mk III15 / 5Kinetic: 5
Energy: 5
Hardened: 10
Toxic: All
+2 to Medicine and Science
40 MW12.200.000cr
Artemis Mk IV20 / 10Kinetic: 5
Energy: 6
Explosive: 5
Hardened: 10
Toxic: All
+2 to Medicine and Science
50 MW32.200.000cr
Artemis Mk V30 / 10Kinetic: 5
Energy: 7
Explosive: 5
Hardened: 9
Toxic: All
+3 to Medicine and Science
60 MW62.200.000cr

Maverick

Description

The Maverick is the best choice if you need to enter an abandoned Base, or if you need to get Access to places where you are not supposed to be.

Its armour level is in the medium range and is a great starter suit when looking to upgrade to the new powered space suits. It comes with a reinforced backpack that is secured over the shoulders and around the waist, as well as several smaller Pouches. A light Exoskeleton supports the user with additional Carry-Weight.

The Arc Cutter

The Arc Cutter is a small, handheld Laser which can be used to cut or weld Objects and provides a Bonus to Repair (Welding) and Security (Cutting a Lock or Door) Checks. It is not strong enough to act as a Weapon.

Special

Enhanced Exoskeleton – Adds a 10kg Strength Bonus per Grade of Armour.

This does not add Melee or Fighting Damage.

SuitShield / ChargeArmourPowerPrice
Maverick Mk I10 / 5Kinetic: 5
Energy: 3
Melee: 2
Fighting: 2
+1 to Repair and Security
40 MW150.000cr
Maverick Mk II15 / 5Kinetic: 5
Energy: 3
Melee: 3
Fighting: 3
Hardened: 10
+1 to Repair and Security
50 MW2.200.000cr
Maverick Mk III20 / 5Kinetic: 5
Energy: 4
Melee: 4
Fighting: 4
Hardened: 10
Toxic: All
Fatigue Slots
+2 to Repair and Security
60 MW12.200.000cr
Maverick Mk IV30 / 10Kinetic: 5
Energy: 5
Melee: 5
Fighting: 5
Explosive: 5
Hardened: 9
Toxic: All
Fatigue Slots
+2 to Repair and Security
70 MW32.200.000cr
Maverick Mk V40 / 10Kinetic: 6
Energy: 5
Melee: 6
Fighting: 6
Explosive: 5
Hardened: 8
Toxic: All
Fatigue Slots
+3 to Repair and Security
80 MW62.200.000cr

Dominator

Description

The Maverick is the best choice if you need to enter an abandoned Base, or if you need to get Access to places where you are not supposed to be.

Its armour level is in the medium range and is a great starter suit when looking to upgrade to the new powered space suits. It comes with a reinforced backpack that is secured over the shoulders and around the waist, as well as several smaller Pouches. A light Exoskeleton supports the user with additional Carry-Weight.

Special

Enhanced Weapon Holsters – Allows to carry two large and two small Weapons Weapons.

SuitShield / ChargeArmourPowerPrice
Dominator Mk I20 / 5Kinetic: 5
Energy: 5
Explosive: 5
Hardened: 9
Fatigue Slots
20 MW150.000cr
Dominator Mk II25 / 5Kinetic: 6
Energy: 5
Explosive: 5
Hardened: 8
Fatigue Slots
25 MW2.200.000cr
Dominator Mk III30 / 10Kinetic: 7
Energy: 5
Explosive: 8
Hardened: 8
Fatigue Slots
30 MW12.200.000cr
Dominator Mk IV40 / 10Kinetic: 8
Energy: 6
Explosive: 10
Hardened: 7
Toxic: All
Fatigue Slots
40 MW32.200.000cr
Dominator Mk V50 / 15Kinetic: 10
Energy: 6
Explosive: 10
Hardened: 6
Toxic: All
Fatigue Slots
50 MW62.200.000cr

Cyborgs

Since Cyborgs with a Carapace cant wear a Suit, these Carapace now have a similar Power Source implemented. Tools can be implemented into cybernetics or carried individually, but only one at a time similar to how the Suits can only carry a specific Tool.

Androids or “Full Body Cyborgs” don’t need Oxygen to survive, but they still need to use Power if they want to use the Tools. Androids without a Carapace can wear a Suit just like a regular Player.

Carapace users can choose either the Arc Cutter or the Bio Sampler as a Tool to carry. The Carapace also includes the Energy Link and a Profile Analyzer. The Profile Analyzer can also be added as part of the cybernetic Eyes and HUD Upgrade.

Carapace
Armoured and Chameleon
Power
Type 1 30 MW
Type 240 MW
Type 350 MW
Type 460 MW
Type 570 MW

Power Usage

Module / ItemPower UsageDescription / Uses
Suit Functions and Oxygen5 MWPowers all the basic Systems of the Suit and generates Oxygen for 1 Hour (2 Hours for Artemis)
Jetpack2 MWA Small Jetpack used mainly for jumping.
1MW per 0.5G / Up to 10m
Shield1 MWPer 5 Points of Shield
Arc Cutter / Bio Sampler2 MWPer Use
Profile Analyzer1 MWA Tool to scan IDs for a Bounty, or illegally copy an ID
Scanning someone is free.
Copying an ID costs Power.
Energy Link (Charge)5 MWTransfers Power from your Suit into a Device

Activate unpowered Terminal
Charge Door (does not override Security)
Objects stay active for up to 10 Minutes
Energy Link (Overcharge)10 MWOvercharges the Tool for lethal and destructive usage
Incapacitate unaware Enemy
Deactivate Terminal
Unlock secured Door
Energy Link (Recharge)+10 MWTransfers Power from a Power-Socket to your Suit
Recharges 10 MW per turn used on an active Socket.
Mk I Powercell+40 MWCost: 100cr. Can be stored in a Grenade-Slot for quick usage.
Mk II Powercell+60 MWCost: 1.000cr. Can be stored in a Grenade-Slot for quick usage.
Mk III Powercell+80 MWCost: 10.000cr. Can be stored in a Grenade-Slot for quick usage.